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GOM_fnc_aircraftLoadout V1.35
by Grumpy Old Man
Features:
Change serial (tail) number on compatible aircraft (currently supported: Gryphon, Shikra and Black Wasp)
Change pylon priority (makes multiple pylons act as a single weapon if they have the same priority)
Works with all addon aircrafts with properly configured pylons
Preset function to save presets and load them, mission/server independent
deleting a preset works only when holding down CTRL to prevent mishaps
Option to set pylon ownership to either gunner or pilot, also works with presets
Change the livery of the aircraft if it's configured for one
Allows certain players to modify aircraft loadouts, as well as rearm the pylons and repair/refuel the aircraft
Can be restricted to work only if fuel/ammo/repair sources are within 50m of the object holding the menu
You can simultaneously only refuel as many aircraft as you have fuel sources
Can sort for compatible weapons or allow to mount all weapons on all pylons
Ability to set reporting, receiving of remote targets and own position
One click to clear all pylons if you changed your mind
Can be operated by a lone pilot or a designated logistics crew
Multiple players can install multiple pylons on the same plane, one pylon at a time
Pylon installation will take some time, depending on mag size (twin cannons or gatlings will install faster than a 12 missile dagr pod)
Rearming with engines on
How to use this script:
Unpack the downloaded .rar and check out the demo mission.
Copy the file structure besides init.sqf and mission.sqm into your own mission. Don't forget to back up before overwriting any files!
Functions for mission makers:
List of commands used by remoteExec (changed in 1.33):
Read:
The addAction on objects will only show up if the players weapon is lowered.
Make sure you have aircraft placed that are dynamic loadout compatible (especially for missions made pre 1.70!).
The script now by default needs to have at least one ammo source, repair source or fuel source within 50m of the object that is holding the loadout menu.
The respective options will be greyed out otherwise.
This can be changed however. Simply adjust the variables in the of GOM_fnc_aircraftLoadoutParameters.sqf to your liking, the comments tell you what each variable does.
(!) Check out the included mission file on how to add this menu to objects, players or triggers, dedicated server and local hosted server compatible.
Aircraft Loadout V1.35 Download
Armaholic V1.35 Download
Known issues:
If you encounter any errors please send me a PM containing details (screenshots,.rpt,error messages etc).
If you encounter vehicle resources not working with ACE3 check out the functions for mission makers section above.
Changelog:
V1.35
Fixed: Players are no longer able to load presets created with a different pylon restriction setting, thanks @magicsrp
Due to this change all presets needed to be reset
V1.342
(Most likely) Fixed: Error with CUP Aircraft not returning getAllHitPointsDamage
V1.341
Fixed: "Unknown attribute t" .rpt spam, thanks @magicsrp
Previous changes:
Enjoy

Hi everyone,
I have written a function that will allow people to configure an aircraft in the 3den editor and have it able to respawn with that exact loadout. I found that I was having very inconsistent results when the respawn module was set to delete or delete with explosion. It has been rock solid since setting the module to preserve. The function deletes the old vehicle once it has all the old data anyway.
Instructions
You will need two things for this function to work:
You will need to create an init.sqf file in your mission folder and paste the code below into it.
You will need a respawn module in your mission with the customized vehicles synced to it. Put this code into the Expression section:: [_this, 2] call RESPAWN_VEHICLE;
Note: The number allows you to customize what happens with the cargo of the respawning vehicles (guns, medickits etc etc). It is all listed in the function below
Optional
If you want to be able to edit and move the vehicles as Zeus, you will need to add an "Add Editable Objects" module to your mission and name it ZEUS_EDITABLE and put the variable name of your zeus player unit in the owner section. In the script do a search for "ZEUS_EDITABLE" and uncomment it.
Things I am trying to work out currently:
- Why the sync commands don't work at all. My goal was the have it pick up all the objects the old vehicle was synced too. Alas I haven't worked that out yet.
- Work out if its possible to get all the customizations like missing doors on vehicles from the old vehicle and pass them onto the new one.
I have tested this in Multiplayer and it does work.
DEMO MISSION AVAILABLE HERE

I've made an addon that adds a texture to the texture list in "edit Vehicle Appearance" on the gryphon, but I can't figure out a way to keep the vehicle appearance and the pylon settings for the jet after respawn.
Any ideas?